Hello all! I have a question about the spell Regroup from the PHB II, D&D version 3.5.

Background: We're a 22nd-23rd level party: rogue, warlock/low wizard, druid, paladin[freedom] of Kord, and me, a cleric/sorcerer Mystic Theurge (of Orboros, which in this universe is one of the two deities of the elves).

Our party in general, and my character in specific, is very big on battlefield control tactics. (I also like economy-of-actions games, and sometimes end up doing 5+ "actions" in a round. It's fun.) Baleful Transposition, Bigby's Grasping Hand (aka Enveloping Wings of Orboros), bull rushing mooks into Prismatic Spheres...you get the idea.

The sorcerer/wizard spell list in this world is pretty limited (it's loosely based around the Dying Earth sequence by Jack Vance), and so we need DM permission for spells outside the approved list. I recently asked for Regroup, which lets you teleport all of your allies into squares adjacent to you (or nearest equivalent).

It's a 3rd level spell. The DM is hesitant to allow it at this level, because it's awfully good at a lot of things (stuck in lava? grappled by a balor? All solved with Regroup!), and wants to put it at a higher spell level, to balance it out. This has precedent in the magic system: for example, "3.0 Haste" (called Spell of the Slow Hour) is a 5th level spell. (It gives you one standard action that happens at the end of every round, and lasts for 1/2 caster level rounds. I always Extend it when I cast it.)

Well, since the original “baseline” teleport spell is 5th level, I would agree that this spell is way overpowered for 3rd level – and that doesn’t even include its possible use as a super-powerful rescue spell!

Here is what I’d do if it was my campaign: First, I’d raise it to 5th level so it matched the regular teleport spell. Second, I’d subtly change the way it worked so that it really was limited to just regrouping, as the name says.

Instead of simply reaching out and "grabbing" everyone, this spell opens a special dimension door for each intended recipient. Each door is “attuned” to its intended target (that is, only the rightful recipients are capable of seeing the doors and passing through them). However, the spell only works on willing recipients; each of the recipients must deliberately step through on their own. No one can be pulled through, pushed through, thrown through, fall through, or otherwise assisted/coerced in any way. (This restriction can easily be explained in-game by saying that it is each recipient’s deliberate intention to step through which metaphysically “completes the circuit” and allows their particular dimension door to work - if the intent is not there, then neither is the door.) Furthermore, if the person's freedom of movement is impaired (grappled, chained to a wall, sinking in lava, asleep or unconscious, or even just engaged in combat) then they cannot answer the wizard’s call to regroup

However, I would also spin off a second spell: Let’s call it “Rescue”. This spell would also be 5th level, would operate only on a single target, and would require line of sight. “Rescue” would let the wizard teleport a willing character out of jeopardy. This spell could indeed be used to get someone out of a monster’s grasp, or out of molten lava, or iron manacles, or whatever. (However, it would still require a deliberate desire to co-operate on the part of the spell recipient – that keeps the spell from being used to “rescue” treasure items from a monster, and other such abuses.)

Well, since the original “baseline” teleport spell is 5th level, I would agree that this spell is way overpowered for 3rd level – and that doesn’t even include its possible use as a super-powerful rescue spell!

But Benign Transposition is 1st and Baleful Transposition 2nd, and these are closer (and, indeed, "Close"r) in effect than Teleport.

They are in the Spell Compendium: one swaps you with an ally, the other with anyone (they get a save). I've always wanted to abuse them with a Conjuror with the Heavy Teleport feat from Dragon (Teleportation subschool spells get one extra target...).

It should be a 3rd level spell. It's not any worse than 3.5 haste (+1 extra itterative attack for all my allies? yes please!)

Mystic Theurge is so suboptimal anyway that it's not a problem. It looks like you are specifically avoiding having 20+ casters in your group to avoid epic spells. Good choice.

Honestly by 14th level you should be immune to grapples (Freedom of Movement), and unless you play a very lava-centric game I don't see it being that bad. Compare to another 3rd level spell, stinking cloud which I've used up to 13th level with no problems.

This all assuming standard D&D spell lists, so without knowing the specifics of your setting's lists, 3rd level is my best call.

I'm going to take your line "By 14th level you should be immune to grapples" and torment our rogue with it. :-D Except, well, I don't have a permanent FoM effect *either.* (Rings are Protection +5 and...something else, I forget what. If I forget it, maybe that means it should be FoM. But I think other people have better rings.)